From: Ketmar Dark Date: Mon, 21 Aug 2017 17:01:41 +0000 (+0300) Subject: g_weapons.g_Weapon_gun: faster traces (i hope) X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=9a8ac2323ba1c23f248ff5effe2747135ecc14f6;p=d2df-sdl.git g_weapons.g_Weapon_gun: faster traces (i hope) --- diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index d577b23..ca7ec00 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -20,7 +20,7 @@ interface uses g_basic, e_graphics, g_phys, g_textures, - g_saveload, BinEditor, g_panel; + g_saveload, BinEditor, g_panel, z_aabbtree; const MONSTATE_SLEEP = 0; @@ -90,6 +90,8 @@ type function findNewPrey(): Boolean; procedure ActivateTriggers(); + function getMapAABB (): AABB2D; inline; + public FNoRespawn: Boolean; FFireTime: Integer; @@ -158,6 +160,8 @@ type property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; property GameDirection: TDirection read FDirection write FDirection; + property mapAABB: AABB2D read getMapAABB; + property StartID: Integer read FStartID; end; @@ -210,7 +214,7 @@ uses e_log, g_main, g_sound, g_gfx, g_player, g_game, g_weapons, g_triggers, MAPDEF, g_items, g_options, g_console, g_map, Math, SysUtils, g_menu, wadreader, - g_language, g_netmsg, z_aabbtree; + g_language, g_netmsg; // ////////////////////////////////////////////////////////////////////////// // @@ -218,6 +222,12 @@ var monCheckTrapLastFrameId: DWord; +function TMonster.getMapAABB (): AABB2D; inline; +begin + result := AABB2D.CreateWH(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height); +end; + + // ////////////////////////////////////////////////////////////////////////// // type TDynAABBTreeMonsBase = specialize TDynAABBTreeBase; @@ -231,7 +241,8 @@ begin result := false; if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters'); if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!'); - aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height); + //aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height); + aabb := flesh.getMapAABB(); if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!'); result := true; end; diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 2b7fec9..f277a4e 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -21,7 +21,7 @@ interface uses e_graphics, g_playermodel, g_basic, g_textures, g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT, - BinEditor, g_panel; + BinEditor, g_panel, z_aabbtree; const KEY_LEFT = 1; @@ -222,6 +222,8 @@ type procedure resetWeaponQueue (); function hasAmmoForWeapon (weapon: Byte): Boolean; + function getMapAABB (): AABB2D; + public FDamageBuffer: Integer; @@ -346,6 +348,8 @@ type property UID: Word read FUID write FUID; property JustTeleported: Boolean read FJustTeleported write FJustTeleported; property NetTime: LongWord read FNetTime write FNetTime; + + property mapAABB: AABB2D read getMapAABB; end; TDifficult = record @@ -4998,6 +5002,11 @@ begin if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time); end; +function TPlayer.getMapAABB (): AABB2D; inline; +begin + result := AABB2D.CreateWH(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height); +end; + function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean; begin Result := g_Collide(FObj.X+PLAYER_RECT.X, diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index d9c20e6..18f777a 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -62,7 +62,7 @@ function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorps function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean; function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord; -procedure g_Weapon_gun(x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); +procedure g_Weapon_gun(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word); function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer; procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); @@ -122,7 +122,8 @@ uses Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel, g_console, SysUtils, g_options, g_game, g_triggers, MAPDEF, e_log, g_monsters, g_saveload, - g_language, g_netmsg; + g_language, g_netmsg, + z_aabbtree, binheap, hashtable; type TWaterPanel = record @@ -152,8 +153,65 @@ const SHOT_SIGNATURE = $544F4853; // 'SHOT' +type + PHitTime = ^THitTime; + THitTime = record + time: Single; + mon: TMonster; + plridx: Integer; // if mon=nil + end; + + // indicies in `wgunHitTime` array + TBinaryHeapHitTimes = specialize TBinaryHeapBase; + var WaterMap: array of array of DWORD = nil; + wgunMonHash: THashIntInt = nil; + wgunHitHeap: TBinaryHeapHitTimes = nil; + wgunHitTime: array of THitTime = nil; + wgunHitTimeUsed: Integer = 0; + + +function hitTimeCompare (a, b: Integer): Boolean; +begin + if (wgunHitTime[a].time < wgunHitTime[b].time) then begin result := true; exit; end; + if (wgunHitTime[a].time > wgunHitTime[b].time) then begin result := false; exit; end; + if (wgunHitTime[a].mon <> nil) then + begin + // a is monster + if (wgunHitTime[b].mon = nil) then begin result := false; exit; end; // players first + result := (wgunHitTime[a].mon.UID < wgunHitTime[b].mon.UID); // why not? + end + else + begin + // a is player + if (wgunHitTime[b].mon <> nil) then begin result := true; exit; end; // players first + result := (wgunHitTime[a].plridx < wgunHitTime[b].plridx); // why not? + end; +end; + + +procedure appendHitTimeMon (time: Single; mon: TMonster); +begin + if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128); + wgunHitTime[wgunHitTimeUsed].time := time; + wgunHitTime[wgunHitTimeUsed].mon := mon; + wgunHitTime[wgunHitTimeUsed].plridx := -1; + wgunHitHeap.insert(wgunHitTimeUsed); + Inc(wgunHitTimeUsed); +end; + + +procedure appendHitTimePlr (time: Single; plridx: Integer); +begin + if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128); + wgunHitTime[wgunHitTimeUsed].time := time; + wgunHitTime[wgunHitTimeUsed].mon := nil; + wgunHitTime[wgunHitTimeUsed].plridx := plridx; + wgunHitHeap.insert(wgunHitTimeUsed); + Inc(wgunHitTimeUsed); +end; + function FindShot(): DWORD; var @@ -398,72 +456,23 @@ begin Result := True; end; -function HitPlayer(p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean; + +function HitPlayer (p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean; begin - Result := False; + result := False; -// Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì: - if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then - Exit; + // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì + if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then exit; if g_Game_IsServer then begin - if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then - p.Damage(d, SpawnerUID, vx, vy, t); - if (t = HIT_FLAME) then - p.CatchFire(SpawnerUID); + if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then p.Damage(d, SpawnerUID, vx, vy, t); + if (t = HIT_FLAME) then p.CatchFire(SpawnerUID); end; - Result := True; + result := true; end; -function GunHit(X, Y: Integer; vx, vy: Integer; dmg: Integer; - SpawnerUID: Word; AllowPush: Boolean): Byte; - - {function monsCheck (mon: TMonster): Boolean; - begin - result := false; // don't stop - if mon.Live and mon.Collide(X, Y) then - begin - if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then - begin - if AllowPush then mon.Push(vx, vy); - result := true; - end; - end; - end;} - - function monsCheck (mon: TMonster): Boolean; - begin - result := false; // don't stop - if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then - begin - if AllowPush then mon.Push(vx, vy); - result := true; - end; - end; - -var - i, h: Integer; -begin - Result := 0; - - h := High(gPlayers); - - if h <> -1 then - for i := 0 to h do - if (gPlayers[i] <> nil) and gPlayers[i].Live and gPlayers[i].Collide(X, Y) then - if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then - begin - if AllowPush then gPlayers[i].Push(vx, vy); - Result := 1; - end; - - if Result <> 0 then Exit; - - //if g_Mons_ForEach(monsCheck) then result := 2; - if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2; -end; procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); @@ -1134,6 +1143,9 @@ begin g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET'); g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL'); + + wgunMonHash := hashNewIntInt(); + wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeCompare); end; procedure g_Weapon_FreeData(); @@ -1193,7 +1205,46 @@ begin g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE'); end; -procedure g_Weapon_gun(x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); + +function GunHitPlayer (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Boolean; +var + i: Integer; +begin + result := false; + for i := 0 to High(gPlayers) do + begin + if (gPlayers[i] <> nil) and gPlayers[i].Live and gPlayers[i].Collide(X, Y) then + begin + if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then + begin + if AllowPush then gPlayers[i].Push(vx, vy); + result := true; + end; + end; + end; +end; + + +function GunHit (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Byte; + + function monsCheck (mon: TMonster): Boolean; + begin + result := false; // don't stop + if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then + begin + if AllowPush then mon.Push(vx, vy); + result := true; + end; + end; + +begin + result := 0; + if GunHitPlayer(X, Y, vx, vy, dmg, SpawnerUID, AllowPush) then result := 1 + else if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2; +end; + + +procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); var a: Integer; x2, y2: Integer; @@ -1285,6 +1336,248 @@ begin g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT); end; + +procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); +const + HHGridSize = 64; + Nothing = -666666; + +var + hitray: Ray2D; + xi, yi: Integer; + + function doPlayerHit (idx: Integer): Boolean; + begin + result := false; + if (idx < 0) or (idx > High(gPlayers)) then exit; + if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit; + result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); + if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v)); + end; + + function doMonsterHit (mon: TMonster): Boolean; + begin + result := false; + if (mon = nil) then exit; + result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); + if result and (v <> 0) then mon.Push((xi*v), (yi*v)); + end; + + // get nearest player along hitray + // return `true` if instant hit was detected + function playerPossibleHit (): Boolean; + var + i: Integer; + aabb: AABB2D; + tmin: Single; + begin + result := false; + for i := 0 to High(gPlayers) do + begin + if (gPlayers[i] <> nil) and gPlayers[i].Live then + begin + aabb := gPlayers[i].mapAABB; + // inside? + if aabb.contains(x, y) then + begin + if doPlayerHit(i) then begin result := true; exit; end; + end + else if (aabb.intersects(hitray, @tmin)) then + begin + // intersect + if (tmin <= 0) then + begin + if doPlayerHit(i) then begin result := true; exit; end; + end + else + begin + appendHitTimePlr(tmin, i); + end; + end; + end; + end; + end; + + function monsPossibleHitInstant (mon: TMonster): Boolean; + var + aabb: AABB2D; + begin + result := false; // don't stop + aabb := mon.mapAABB; + if aabb.contains(x, y) then + begin + result := doMonsterHit(mon); + end; + end; + + function monsPossibleHit (mon: TMonster): Boolean; + var + aabb: AABB2D; + tmin: Single; + begin + result := false; // don't stop + if not wgunMonHash.put(Integer(mon.UID), 1) then + begin + // new monster; calculate hitpoint + aabb := mon.mapAABB; + if (aabb.intersects(hitray, @tmin)) then + begin + if (tmin < 0) then tmin := 1.0; + appendHitTimeMon(tmin, mon); + end; + end; + end; + +var + a: Integer; + x2, y2: Integer; + dx, dy: Integer; + xe, ye: Integer; + s, c: Extended; + xx, yy, d: Integer; + leftToNextMonsterQuery: Integer = 0; + i: Integer; + t1: Boolean; + w, h: Word; + wallWasHit: Boolean = false; + wallHitX: Integer = 0; + wallHitY: Integer = 0; + didHit: Boolean = false; +begin + wgunMonHash.reset(); //FIXME: clear hash on level change + wgunHitHeap.clear(); + wgunHitTimeUsed := 0; + + a := GetAngle(x, y, xd, yd)+180; + + SinCos(DegToRad(-a), s, c); + + if Abs(s) < 0.01 then s := 0; + if Abs(c) < 0.01 then c := 0; + + x2 := x+Round(c*gMapInfo.Width); + y2 := y+Round(s*gMapInfo.Width); + + hitray := Ray2D.Create(x, y, x2, y2); + + t1 := (gWalls <> nil); + w := gMapInfo.Width; + h := gMapInfo.Height; + + dx := x2-x; + dy := y2-y; + + if (xd = 0) and (yd = 0) then Exit; + + if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0; + if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0; + + // check instant hits + xx := x; + yy := y; + if (dx < 0) then Dec(xx); + if (dy < 0) then Dec(yy); + + dx := Abs(dx); + dy := Abs(dy); + + if playerPossibleHit() then exit; // instant hit + if g_Mons_ForEachAliveAt(xx, yy, 3, 3, monsPossibleHitInstant) then exit; // instant hit + + if dx > dy then d := dx else d := dy; + + //blood vel, for Monster.Damage() + //vx := (dx*10 div d)*xi; + //vy := (dy*10 div d)*yi; + + // find wall, collect monsters + begin + xe := 0; + ye := 0; + xx := x; + yy := y; + for i := 1 to d do + begin + xe += dx; + ye += dy; + if (xe > d) then begin xe -= d; xx += xi; end; + if (ye > d) then begin ye -= d; yy += yi; end; + + // wtf?! + //if (yy > h) or (yy < 0) then break; + //if (xx > w) or (xx < 0) then break; + + if t1 and (xx >= 0) and (yy >= 0) and (xx < w) and (yy < h) then + begin + if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then + begin + wallWasHit := true; + wallHitX := xx-xi; + wallHitY := yy-xi; + end; + end; + + if (leftToNextMonsterQuery <> 0) and not wallWasHit then + begin + Dec(leftToNextMonsterQuery); + end + else + begin + // check monsters + g_Mons_ForEachAliveAt(xx-HHGridSize div 2, yy-HHGridSize div 2, HHGridSize+HHGridSize div 2, HHGridSize+HHGridSize div 2, monsPossibleHit); + leftToNextMonsterQuery := HHGridSize; // again + if wallWasHit then break; + end; + end; + + if not wallWasHit then + begin + wallHitX := xx; + wallHitY := yy; + end; + end; + + // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime` + // also, if `wallWasHit` is true, then `wallHitX` and `wallHitY` contains wall coords + while (wgunHitHeap.count > 0) do + begin + // has some entities to check, do it + i := wgunHitHeap.front; + wgunHitHeap.popFront(); + hitray.atTime(wgunHitTime[i].time, xe, ye); + // check if it is not behind the wall + if ((xe-x)*(xe-x)+(ye-y)*(ye-y) < (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y)) then + begin + if (wgunHitTime[i].mon <> nil) then + begin + didHit := doMonsterHit(wgunHitTime[i].mon); + end + else + begin + didHit := doPlayerHit(wgunHitTime[i].plridx); + end; + if didHit then + begin + // need new coords for trigger + wallHitX := xe; + wallHitY := ye; + wallWasHit := false; // no sparks + break; + end; + end; + end; + + // need sparks? + if wallWasHit then + begin + g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK); + end; + + if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT); +end; + + procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word); var obj: TObj; diff --git a/src/game/z_aabbtree.pas b/src/game/z_aabbtree.pas index 6f2168d..c16719a 100644 --- a/src/game/z_aabbtree.pas +++ b/src/game/z_aabbtree.pas @@ -48,6 +48,8 @@ type procedure setXYAngle (ax, ay: Single; aangle: Single); inline; procedure setX0Y0X1Y1 (ax0, ay0, ax1, ay1: Single); inline; + + procedure atTime (time: Single; out rx, ry: Integer); inline; end; // ////////////////////////////////////////////////////////////////////////// // @@ -383,6 +385,13 @@ begin end; +procedure Ray2D.atTime (time: Single; out rx, ry: Integer); inline; +begin + rx := round(origX+dirX*time); + ry := round(origY+dirY*time); +end; + + // ////////////////////////////////////////////////////////////////////////// // constructor AABB2D.Create (x0, y0, x1, y1: TreeNumber); overload; begin diff --git a/src/shared/hashtable.pas b/src/shared/hashtable.pas index 15d19f6..10b67d9 100644 --- a/src/shared/hashtable.pas +++ b/src/shared/hashtable.pas @@ -77,6 +77,7 @@ type destructor Destroy (); override; procedure clear (); + procedure reset (); // don't shrink buckets procedure rehash (); procedure compact (); // call this instead of `rehash()` after alot of deletions @@ -322,6 +323,32 @@ begin end; +procedure THashBase.reset (); +var + idx: Integer; +begin + if (mBucketsUsed > 0) then + begin + for idx := 0 to High(mBuckets) do mBuckets[idx] := nil; + for idx := 0 to High(mEntries)-1 do + begin + mEntries[idx].hash := 0; + mEntries[idx].nextFree := @mEntries[idx+1]; //idx+1; + end; + mEntries[High(mEntries)].hash := 0; + mEntries[High(mEntries)].nextFree := nil; + + mBucketsUsed := 0; + {$IFDEF RBHASH_SANITY_CHECKS} + mEntriesUsed := 0; + {$ENDIF} + mFreeEntryHead := @mEntries[0]; + mFirstEntry := -1; + mLastEntry := -1; + end; +end; + + function THashBase.getCapacity (): Integer; inline; begin result := Length(mBuckets); end;